How to setup Development environment in Netbeans Windows OPENGL.? - windows

I am trying to develop one sample opengl 3D application using Netbeans with MingW.
How to compile opengl sample code in netbeans.?
what is shader language(GLSL) in opengl.?
Can i run GLSL code in netbeans.?

How to compile opengl sample code in netbeans?
Just like any other program as well. Only addition is, that you must configure the OpenGL API interface library as another dependency. Since you didn't specify which language you use I can not tell you how it's named. For regular Windows programs written in C or C++ the name is opengl32.lib and it's part of the standard compiler environment.
Netbeans is a Java IDE, so I suppose you want Java. Then the de-facto standard binding library would be LWJGL.
what is shader language(GLSL) in opengl?
The programming language in which shaders are written. Shaders are programs that are executed by the GPU for every primitive and pixel drawn to the framebuffer. GLSL compilation is done by the OpenGL driver, your program just passes the GLSL code into a function of OpenGL, namely glShaderSource
Can i run GLSL code in netbeans?
No because GLSL is not a regular programming language that produces executables you'd "run" in the classical sense.

Related

Drawing simple Triangle with OpenGLES in Android Studio using only C++ code and JNI

I'm learning using OpenGL ES with the JNI (Java Native Interface). I'm currently trying to draw a simple Triangle with NDK installed in Android Studio through this example : https://github.com/googlesamples/android-ndk/tree/master/hello-gl2.
I haven't learnt java before, so I want to write all the code in C++ and call it through the JNI. However, there's still some java code in the GL2JNIView.java of this example, which makes me confused. Could someone guide me how to draw this Triangle with only C++ code and call those functions through JNI please ?
In the sample, hello-gl2, there is no java code draws a triangle. The sample project is exactly what you are looking for. In the sample, Java only calls C++ code(which actually draws a triangle) through JNI.
If you really don't like to use java at all, there is an option that you can use a native-activity. However, I recommend to mix Java & c++ since the android native environment is limited to use all android features that you might need. I, for example, use c++ most in android development although very barely, I need to use android api which is only supported in JAVA.
If I used the native-activity, there wouldn't be no option to use them I needed

Compiling OpenGL ES 2.0 for ARM Mali on Ubuntu

I'm really asking for some help, at least to be pointed in the right direction. I'm working with a drone, the Parrot Bebop, which features a ARM Mali 400 GPU. I would like to be able to use such GPU for some image processing, for example, to correct the image provided by the fisheye camera, or things like that. The project is based on Paparazzi, and I use Ubuntu to program and compile, with an arm cross-compiler. What should I do to compile OpenGL ES 2.0 (which is supported by the GPU) programs on my platform? I understand I must obtain the GLES libraries for the ARM GPU but I don't know where to find them, or what to do.
Thank you for your help,
Davide

Which shader file format should I use in HLSL?

I've read this DirectX 11 tutorial on VS2015 (http://www.rastertek.com/dx11s2tut04.html), and found out that the author compiles the vertex and pixel shader separately, using the .vs file and .ps file respectively.
And I also found out that in the book "3D Game Programming with DirectX 11" the author use .fx file to organize the shaders throughout the book.
Which method should I use to develop my direct3D program with the latest version of Windows SDK, I wonder? Since I've heard that the Effects11 framework might be deprecated in the future.
You should avoid using fx targets for new projects, and opt for per-stage compilation instead. Note that this is independent of whether you actually put your shader code in separate files, though having one .vs or .ps per shader is a common convention. Full D3D11 support for effects profiles (i.e. fx_5_0) is already deprecated in the latest (Windows 10) compiler, and there is no fx_5_1 at all (some directx-12 features require shader model 5.1).

free software for debugging shaders

Are there any free software tools to debug GLSL shaders?
Try glslDevil
Just adding this answer for future readers:
On OS X, if you have the Developer Tools installed (a free download for the most current OS version), one of the many tools aside from Xcode is the OpenGL Shader Builder which :
[...] is a tool for developing and debugging programs for the graphics processing unit (GPU). It can help you visualize and preview shader objects without the complexity of surrounding code.
[...] You can use the shader builder with programs written with OpenGL Shading Language or with older-style ARB vertex and fragment programs. OpenGL Shader Builder also supports geometry shaders, a recent addition to the OpenGL specification.
Emphasis added

Haskell or Ocaml with OpenGL and SDL precompiled distribution for Windows

I want to learn Ocaml or Haskell and I want to do it by writing a simple game. Apparently, there's one small problem: nobody cares about Windows and I want to do it on Windows, natively.
Haskell has Cabal, which has SDL, but it doesn't build due to a trivial problem with no workarounds (order of parameters passed to gcc). Ocaml doesn't even have that, it's all in source packages, be it GLCaml or OcamlSDL or whatever.
Is there a place where I can get a working SDL for Haskell or Ocaml on Windows without fighting with a dozen versions of compilers?
The Haskell Platform comes with a binding to OpenGL which should work out of the box on Windows.
Concerning the SDL package on hackage, you can use cabal unpack SDL to get the source code and fix things yourself. To install the package with your changes, run cabal install in the unpacked directory. In any case, drop a line to the maintainer, I'm sure he'll help out.
It's not related to SDL, but you've mentioned OpenGL. There is LablGL binding for OpenGL in OCaml which works out of the box. Wiki example (http://en.wikipedia.org/wiki/Objective_Caml#Triangle_.28graphics.29) compiles and works just fine.
The best instructions I've found for getting SDL to work in windows with a the most recent Haskell platform can be found at this blog. I followed everything step-by-step and it worked perfectly, despite some configure error messages.
It isn't SDL but GLFW works on Windows with Haskell through Cabal.
My article High-fidelity graphics with OpenGL 2 (25th Feb 2008) explained how the GLCaml bindings can be used to write OpenGL-based applications in OCaml that use vertex and fragment shaders (a phong shader is given as an example). There are 9 articles in the OCaml Journal on OpenGL, albeit mostly using the older LablGL library for OpenGL 1.1.
I tried and failed to get OpenGL working from Haskell under Linux in 2007. The Haskell Platform may have changed that but I have neither had time to try it yet myself nor ever heard of anyone using it for this.
However, both OCaml and Haskell must rely upon fragile low-level bindings to OpenGL because they are standalone languages and nobody has ever managed to get any significant commercial software using them to work. As you're on Windows, F#+XNA is a far more logical choice because XNA is tried and tested and F# has a safe high-level interface to it. A Google fight gives you a good idea of what a pioneer you'll be: +haskell +opengl gives 437 hits on Google and +ocaml +opengl gives only 347 hits.

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